| zeroth_hour |
Your card:
Name: Demonic Fly
Traits: Vermin, Demon
Check to defeat: Combat 13
Powers: The Demonic Fly is immune to the Acid, Electricity and Poison traits.
If defeated, each character at your location is dealt 1 Acid damage.
If undefeated, bury a random card from your discard pile and shuffle this card into a random other open location.
Name: Frilled Lizard
Traits: Animal, Basic
Check to acquire: Wisdom/Survival 7
Powers: Discard this card to add 2d4 to your check against a bane that has the Veteran trait.
Discard this card to explore your location.
Name: Explosive Runes
Traits: Trap, Magic, Arcane, Veteran
Check to defeat: Intelligence/Arcane 8 OR Dexterity/Acrobatics 10
Powers: The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage, then banish this card.
| zeroth_hour |
4 is good, the bridge doesn't collapse.
It's now Keith's turn. He is currently at the Cavern with hawkmoon.
EDIT: it looks like I made a mistake and gave both TES and Rob's blessing as Deskari. Rob's was supposed to be Ascension, but it seems to be irrelevant.
Keith's Blessing: Blessing of Baphomet (2 dice on first explore, Corrupted, discard to explore only if top is Corrupted)
EDIT: Rob's bury on Anevia revealed the top 3 cards of the Cavern. They are:
Name: Dire Rat
Traits: Animal, Basic
Check to defeat: Combat 8 OR Dexterity/Stealth 6
Powers: If undefeated, the Dire Rat deals 1 Combat damage to you; succeed at a Constitution or Fortitude 6 check or discard the top card of your deck.
Name: Sin Seeker
Traits: Curse, Veteran
Check to defeat: None
Powers: The Sin Seeker may not be evaded.
Display this barrier next to your character. While displayed, treat characters at your location as if they do not have Stealth or Diplomacy; allies cannot be acquired. At the start of your turn, succeed at a Combat check equal to 9 plus twice the scenario's adventure deck number to banish the Sin Seeker.
Name: Cave Lizard
Traits: Animal, Basic
Check to defeat: Combat 11
Powers: If defeated during your exploration, you may explore your location.
If undefeated, shuffle the Cave Lizard into a random open location.
Flavor Text: This immense lizard moves with a slow but relentless gait.
| Keith Richmond Pathfinder ACG Developer |
Okay, with Valeros cheering me on, I think I can clear through all that. Revealing Longsword...
Dire Rat: 1d10 + 3 + 1d8 + 1d6 ⇒ (1) + 3 + (2) + (3) = 9
Hmm, I need to train that Strength die to stop rolling 1s.
Recharge Leopard to explore again.
Sin Seeker for me. You're a problem for next round.
Recharge Crow to explore again.
I think I'll recharge the Soldier to make sure I get the free explore off the Lizard.
Cave Lizard: 1d10 + 3 + 1d8 + 1d6 + 1d4 ⇒ (7) + 3 + (1) + (1) + (1) = 13
Wow, that's a lot of 1s, but cleared and onto the next to last. Either a fight or a weapon.
| zeroth_hour |
Cave Lizard gives you a free explore; would you like to take it?
If so,
Name: Shortbow
Traits: Bow, Ranged, Piercing, 2-Handed, Basic
Check to acquire: Dexterity/Ranged 3
Powers: For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
Heading home so I'll be unavailable for a bit.
| Keith Richmond Pathfinder ACG Developer |
Yep, I'll make the roll then end my turn with the scout so that Valeros knows whether he's got a henchman or villain.
Dexterity: 1d8 ⇒ 3
Huh. A shortbow. Sounds like the perfect thing to ward off ranged damage from pesky trees.
End of turn, reset hand. Draw Caltrops then Bastard Sword.
More seriously, anyone at another location who needs a d4, this shortbow's for you.
Discard (3) - Conch Shell, Quarterstaff, BotG
Deck (8) - (Longbow, Wooden Shield, BotG x 2) then Fox, Snow Leopard, Crow, Soldier
| Valeros Hawkmoon |
Let's kill a Giant Bat.
Wisdom: 1d4 ⇒ 2
Having failed that, I'll need a 13. Should be able to get that without a blessing.
Combat: 1d10 + 3 + 1d8 + 1d6 ⇒ (2) + 3 + (3) + (2) = 10
Argh!!!! Well, 3 damage for me. No need to worry about returning him to the top of the deck. I'll reveal the Elven Breastplace to reduce that by 2, then discard the chainmail for the remaining 1. That did not go well.
Reset and end.
Current Hand: Greatclub, Elven Breastplace, Animal Trainer, Master-At-Arms, BotG
| zeroth_hour |
Well, that's too bad.
Cavern has only the Giant Bat left.
ThreeEyedSloth, you're up.
Dark Forest/9
Deck List: 2 Monster, 1 Barrier, 1 Weapon, 1 Spell, 1 Item, 1 Ally, 1 Blessing
Known in deck: Cold Iron Longsword
Name: Mongrel Wizard
Traits: Mongrel, Wizard, Elite
Check to defeat: Combat See below
The difficulty of the check to defeat is equal to the highest difficulty to defeat a random monster from the box.
Before you act, the Mongrel Wizard deals 1 Acid damage to you.
After you act, the Mongrel Wizard deals 1 Poison damage to you.
Name: Temptation of Arms
Traits: Temptation
Check to defeat: None
Powers: Draw 3 weapons from the box; if the scenario's adventure deck number is 3 or higher, draw 3 non-Basic weapons instead. You may choose 1 and add it to your hand; banish any not chosen. If you added 1 to your hand, the barrier is undefeated; a character at your location is dealt 1d4 + 1 Combat damage. Otherwise, the barrier is defeated.
After you act, banish this barrier.
| Valeros Hawkmoon |
Didnt Rob throw his Gift towards you, Hawk? So that's an extra d4 that might turn things around...
Oh yeah, I forgot. Let me throw that d4 to see what happen.
d4 I forgot about: 1d4 ⇒ 2
Well, just less damage. I'll change what i did to recharging my Chain Mail for it, that keeps my hand the same, but moves my Chain Mail from my discard pile to the bottom of my deck.
Hopefully things improve.
| zeroth_hour |
(both are Bs)
Name: Detect Demon
Traits: Magic, Divine, Basic
Check to acquire: Wisdom/Divine 4
Powers: During your turn, discard this card to examine the top card of your location deck. If the card is a bane that has the Demon trait, you may encounter it; otherwise, return it to the top of the deck.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 6 check to recharge this card instead of discarding it.
Name: Demon Hunter
Traits: Human, Ranger
Check to acquire: Melee/Ranged 7 OR Charisma/Diplomacy 6
Powers: Discard this card to add 1d6 to your check against a bane that has the Demon trait.
Discard this card to explore your location. During this exploration, add 1d6 to your checks against banes that have the Demon trait.
| zeroth_hour |
I again advanced my blessings wrong (I was on my iPad during hawkmoon's turn) ThreeEyedSloth, you actually have a Blessing of Shax instead of hawkmoon's Blessing of Ascension. I mean for the Blessings Deck blessing, not the blessing that came up in your explore.
Again, I don't think that affected anything.
Name: Blessing of Shax
Traits: Divine, Shax, Corrupted
Check to acquire: Combat 9 OR Divine 5
Powers: Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.
| zeroth_hour |
Hey look, a Demon Hunter!
and a Cave Viper with it:
Name: Cave Viper
Traits: Animal, Basic
Check to defeat: Combat 8
Powers: All damage dealt by the Cave Viper is Poison damage.
Before you act, the Cave Viper deals 1 Poison damage to you.
If the check to defeat has the Cold trait, add 1d8.
Flavor Text: Cave vipers track you by scent; they smell you before you see them.
ThreeEyedSloth
|
Alright Cave Viper, let's do this.
Taking the Mace as BYA poison damage. Casting Inflict as my combat check. I'll take Agna's shortbow.
Divine: 1d12 + 1d6 + 1d4 + 2 ⇒ (10) + (4) + (2) + 2 = 18
Oof. Overkill. Thanks though. Now, the recharge.
Divine: 1d12 + 2 ⇒ (3) + 2 = 5
Not today. And I'm done.
Current Hand
Fireblade
Chainmail
Standard Bearer
BotG
Blessing of the Dawnflower
Deck: 6
Discard: 7
I'm happy to use my BoG on anyone that needs it. Feel free to claim it if necessary.
| zeroth_hour |
Alright, it's now Rob's turn.
Blessing: Blessing of Ascension
Cavern/1
Deck List: Giant Bat
Dark Forest/4
Deck List: 1 Monster, 1 Weapon, 1 Item
Known in deck: Cold Iron Longsword, Mongrel Wizard
Collapsing Bridge/7
Deck List: 2 Monster, 1 Barrier, 3 Ally
Known in deck: Demonic Fly
Name: Giant Maggot Swarm
Traits: Vermin, Swarm, Basic
Check to defeat: Combat 6
Powers: Before you act, each other character at your location summons and encounters a Giant Maggot Swarm.
Before you act, the Giant Maggot Swarm deals 1 Acid damage to you.
If you do not defeat the Giant Maggot Swarm by at least 4, shuffle it into the deck it came from; the Giant Maggot Swarm still counts as defeated.
Demonic Fly, again.
| Pirate Rob |
Ninjas everywhere I tell you!
Name: Giant Maggot Swarm
Traits: Vermin, Swarm, Basic
Check to defeat: Combat 6
Powers: Before you act, each other character at your location summons and encounters a Giant Maggot Swarm.
Before you act, the Giant Maggot Swarm deals 1 Acid damage to you.
If you do not defeat the Giant Maggot Swarm by at least 4, shuffle it into the deck it came from; the Giant Maggot Swarm still counts as defeated.
Alright, luckily I'm alone, I'll take the acid damage to my Troubadour and fight with my dagger.
Ranged Combat: 1d8 + 2 + 1 + 1d4 ⇒ (5) + 2 + 1 + (3) = 11
Alright, enough to defeat the swam for good.
I'll discard blessing of the gods to explore again...
Hmmm Demonic Fly again. I could probably beat it, but want to save my armor for the closing.
I'll just go ahead and evade the fly and end my turn.
Bah, all this stupid acid damage, why couldn't it be fire?
Bridge: 1d10 ⇒ 5
| Keith Richmond Pathfinder ACG Developer |
Okay, I believe it's Agna's turn to beat up a Bat.
Actually, wait - first I beat up a Sin Seeker -
Reveal bastard sword, Valeros cheers.
Melee: 1d10 + 3 + 1d10 + 1d6 ⇒ (1) + 3 + (5) + (5) = 14
Banished.
Then a Bat
Perception: 1d8 + 3 ⇒ (6) + 3 = 9
It's almost like I knew right where you were.
Reveal bastard sword, Valeros cheers.
Melee: 1d10 + 3 + 1d10 + 1d6 ⇒ (6) + 3 + (3) + (3) = 15
Strength check from henchman, and - if needed - a second check for end of turn.
Strength: 1d10 + 1 ⇒ (7) + 1 = 8
Strength: 1d10 + 1 ⇒ (1) + 1 = 2
Nice - got it on the first try.
And then off to a random open location:
Where!?: 1d4 ⇒ 3
Abyssal River it is, I'll scout it and reset my hand. Draw Wooden Shield.
Discard (4) - Conch Shell, Quarterstaff, BotG, Shortbow
Deck (7) - (Longbow, BotG x 2) then Fox, Snow Leopard, Crow, Soldier
| zeroth_hour |
Top card of Abyssal River is Baleful Shadows.
Name: Baleful Shadows
Traits: Obstacle, Undead, Elite
Check to defeat: Wisdom/Divine/Stealth 11
Powers: If undefeated, a character at your location summons and encounters the henchman Wight.
And as a side note, Arushalae is at a 4 card deck, so someone might want to heal her.
hawkmoon, it's your turn.
Your Blessing is another Blessing of Shax (2 dice to combat STR/DEX, Corrupt, if used and top is Corrupt, discard a card)
Please tell me where you want to move and I can reveal the top.
| Valeros Hawkmoon |
Looks like my best remaining options are Abyssal River or Collapsing Bridge. Any preference from the group?